SBSPSS/Utils/MapEdit/GUILayerCollision.cpp

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// GUILayerCollision.cpp : implementation file
//
#include "stdafx.h"
#include "mapedit.h"
#include "GUILayerCollision.h"
#include "MapEditDoc.h"
#include "MainFrm.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// GUILayerCollision dialog
GUILayerCollision::GUILayerCollision(CWnd* pParent /*=NULL*/)
: CDialog(GUILayerCollision::IDD, pParent)
{
//{{AFX_DATA_INIT(GUILayerCollision)
// NOTE: the ClassWizard will add member initialization here
//}}AFX_DATA_INIT
}
void GUILayerCollision::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(GUILayerCollision)
// NOTE: the ClassWizard will add DDX and DDV calls here
//}}AFX_DATA_MAP
}
BEGIN_MESSAGE_MAP(GUILayerCollision, CDialog)
//{{AFX_MSG_MAP(GUILayerCollision)
ON_BN_CLICKED(IDC_LAYERCOLLISION_DAMAGE, OnLayercollisionDamage)
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ON_BN_CLICKED(IDC_LAYERCOLLISION_DEATH_FALL, OnLayercollisionDeathFall)
ON_BN_CLICKED(IDC_LAYERCOLLISION_DEATH_INSTANT, OnLayercollisionDeathInstant)
ON_BN_CLICKED(IDC_LAYERCOLLISION_DEATH_LIQUID, OnLayercollisionDeathLiquid)
ON_BN_CLICKED(IDC_LAYERCOLLISION_DESTRUCT_FLOOR, OnLayercollisionDestructFloor)
ON_BN_CLICKED(IDC_LAYERCOLLISION_DESTRUCT_WALL, OnLayercollisionDestructWall)
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ON_BN_CLICKED(IDC_LAYERCOLLISION_ELECTRIC, OnLayercollisionElectric)
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ON_BN_CLICKED(IDC_LAYERCOLLISION_MOVE_LEFT, OnLayercollisionMoveLeft)
ON_BN_CLICKED(IDC_LAYERCOLLISION_MOVE_RIGHT, OnLayercollisionMoveRight)
ON_BN_CLICKED(IDC_LAYERCOLLISION_NORMAL, OnLayercollisionNormal)
ON_BN_CLICKED(IDC_LAYERCOLLISION_SLIPPERY, OnLayercollisionSlippery)
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ON_BN_CLICKED(IDC_LAYERCOLLISION_SOLID, OnLayercollisionSolid)
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ON_BN_CLICKED(IDC_LAYERCOLLISION_SOAK_UP, OnLayercollisionSoakUp)
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//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// GUILayerCollision message handlers
void GUILayerCollision::OnLayercollisionNormal() {theApp.GetCurrent()->Command(CmdMsg_SetColFlag,PC_TILE_COLLISION_NORMAL);}
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void GUILayerCollision::OnLayercollisionSolid() {theApp.GetCurrent()->Command(CmdMsg_SetColFlag,PC_TILE_COLLISION_SOLID);}
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void GUILayerCollision::OnLayercollisionSlippery() {theApp.GetCurrent()->Command(CmdMsg_SetColFlag,PC_TILE_COLLISION_SLIPPERY);}
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void GUILayerCollision::OnLayercollisionMoveLeft() {theApp.GetCurrent()->Command(CmdMsg_SetColFlag,PC_TILE_COLLISION_MOVE_LEFT);}
void GUILayerCollision::OnLayercollisionMoveRight() {theApp.GetCurrent()->Command(CmdMsg_SetColFlag,PC_TILE_COLLISION_MOVE_RIGHT);}
void GUILayerCollision::OnLayercollisionDamage() {theApp.GetCurrent()->Command(CmdMsg_SetColFlag,PC_TILE_COLLISION_DAMAGE);}
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void GUILayerCollision::OnLayercollisionElectric() {theApp.GetCurrent()->Command(CmdMsg_SetColFlag,PC_TILE_COLLISION_ELECTRIC);}
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void GUILayerCollision::OnLayercollisionDeathLiquid() {theApp.GetCurrent()->Command(CmdMsg_SetColFlag,PC_TILE_COLLISION_DEATH_LIQUID);}
void GUILayerCollision::OnLayercollisionDeathFall() {theApp.GetCurrent()->Command(CmdMsg_SetColFlag,PC_TILE_COLLISION_DEATH_FALL);}
void GUILayerCollision::OnLayercollisionDeathInstant() {theApp.GetCurrent()->Command(CmdMsg_SetColFlag,PC_TILE_COLLISION_DEATH_INSTANT);}
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void GUILayerCollision::OnLayercollisionDestructWall() {theApp.GetCurrent()->Command(CmdMsg_SetColFlag,PC_TILE_COLLISION_DESTRUCTABLE_WALL);}
void GUILayerCollision::OnLayercollisionDestructFloor() {theApp.GetCurrent()->Command(CmdMsg_SetColFlag,PC_TILE_COLLISION_DESTRUCTABLE_FLOOR);}
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void GUILayerCollision::OnLayercollisionSoakUp() {theApp.GetCurrent()->Command(CmdMsg_SetColFlag,PC_TILE_COLLISION_SOAKUP);}